Mojira Archive
MC-223305

Fix for various world generation issues

These issues seem to have a different cause. Please close this report for now.

 

Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.

Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.

I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.

Feature Fixes
1. Caves  
2. Aquifers  
3. LAKES * they generate pockets in the terrain, functioning like mini-caves
  • they expose stone - important for cave biome features and ores
  • placed after aquifers because they could have lava
 
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons  
5. Structures
  • should generate after caves - fixes MC-170897 (fossils generate their own support islands, which get carved by caves)
  • should generate after lakes - fixes MC-81467, MC-107916, MC-199555
  • should generate after underground structures - fixes MC-206648
*features that generate liquids - springs (was in VEGETAL_DECORATION)
  • can expose blocks - not that big of a deal since they're small, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved at the beginning of the ores category

no more blocks are exposed after this| |

6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
  • should generate after structures - fixes MC-181779 (1/2)
    • some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
  • should generate after lakes - fixes MC-132306
8. VEGETAL_DECORATION - surface features that add trees + plant blocks
  • plants always risk having a part of them replaced
  • some plants have special conditions, so here's a sub-order for them:
    • wide plants: trees, chorus plants, large mushrooms
    • 1-block wide plants (grass-like plants, vines etc.)
    • plants that check for light: mushrooms (so that they can generate underneath wide plants)
    • plants that check for neighboring blocks: cactus

Note: some of the bugs listed may not be reproducible anymore, but they're still open.


Some examples of this new order being used:

  • A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
  • A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
  • A village generates paths, and plants can generate only in the remaining space.

Edit: vegetation already generated after structures.

Invalid

user-68c81

2021-04-15, 07:01 PM

2021-09-19, 12:51 AM

2021-04-25, 07:03 PM

1

5

Unconfirmed

(Unassigned)

1.16.5, 21w15a, 21w16a

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